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2 yrs ago
Current I think watching fight scenes can help in general terms with writing combat, since it can give you an idea of flow and choreography.
2 yrs ago
At least if you're writing something you know, with knights.
2 yrs ago
I mean, depends on what you're writing, and the tone and theme of what you're writing. Trained armored knights were legitimately monstrous on the battlefield, so looking up how they fought helps.
2 yrs ago
As much as there's a lot of reasons twitter sucks, I genuinely don't want to see it die for the sake of all the artists who now rely on it. Hoping the shithead stops trying to directly administrate.
1 like
2 yrs ago
roleplayerguild.com/posts/5… If anyone's up for fighting some kaiju, why not try out my new RP, Godzilla: YATAGARUSU?

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@PKMNB0Y: Accepted.

@Izurich: Accepted.

@Rune_Alchemist: Aaaaand accepted.
  • Name: Murakami Arisa
  • Age: 20
  • Gender: Female
  • Appearance: Agent Murakami stands at roughly 152 cm. She has red hair, gold eyes, and a light complexion. Her work outfit is black with gold highlights and white frills, and her weapon is composed largely of dark steel with golden decoration and a bright silver edge.
  • Psychological Profile: Agent Murakami is characterized by a highly proud demeanor. This should come as no surprise given her background, her upbringing having instilled a strong sense of pride(to the point of arrogance in some situations) in her bloodline and her personal capabilities. Additionally, she has a low tolerance for failure and those she deems to be foolish, and a sharp tongue which she will not hesitate to utilize. Some Agents have certainly complained about finding Agent Murakami 'difficult', but at the same time it cannot be denied that she produces excellent results in the field and possesses sound judgement in most scenarios. With that being said, her strong sense of personal pride has its drawbacks, as she will become depressed and self-deprecative when experiencing failure. Her staunch refusal to accept failure is both a benefit and a drawback in this regard. Additionally, while she is usually of sound judgement, at times her proud demeanor will prompt her to endanger herself without specific benefit. While Agents are expected to place themselves in danger and succeed at all costs, doing so unnecessarily can result in the loss of a valuable asset when viewed with even the most callous lens. Agent Murakami also exhibits a strong sense of right and wrong, refusing to abandon civilians if there is a possibility of their rescue. Again, this is primarily to Sefirot's benefit, as in most circumstances the safety of civilians is placed at high priority. Morally difficult situations, however, may give her pause.
    Agent Murakami is highly fond of sweets and stuffed toys, her quarters presenting a considerably different image of her then one otherwise may expect. Drawing attention to this fact is a source of embarrassment for her. While this is of no consequence to her ability to perform her duty as an Agent, it is an amusing note.
  • Skills: Agent Murakami is quite knowledgeable in regards to the occult. Her knowledge base is primarily in classic Japanese and Western occultism, unsurprising given her background.
  • Abilities: Agent Murakami is a magician trained in the traditions of Western European magic. Her bloodline exhibits a strong affinity for fire-based spells, and as such these make up the bulk of her arsenal. These include generating orbs of fire or laying down fire barriers, as well as igniting undefended targets within a range of six meters when given the opportunity to mark and set a target. The maximum intensity of her flame magic is sufficient to melt through reinforced steel. Additionally, she possesses an inherent resistance to spiritual attacks and curses, as is common for magicians even without any training. Possession, too, is liable to fail, or at least struggle. In addition to these passive defenses, she is capable of utilizing defensive magic ranging from flame barriers to shields. Finally, as a last ditch effort, she can ignite the mana in her blood directly and cause her own shed blood to spontaneously combust.
  • Equipment: Agent Murakami commonly equips herself with some casting implements, but her primary weapon is Ifrit. An enormous two-handed sword, Ifrit is effectively a bladed wand. Not only does it function directly as a weapon, but it can channel Agent Murakami's magical energy. This allows her to coat the blade in flames or project fire from it. Enhanced as such, it is even capable of searing its way through the armor plating of some powered armors. In conjunction with her fire magic, Ifrit can be used to focus flames into an intense beam of heat. However, this is costly on Agent Murakami's mana supply, as well as requiring significant time to deploy during which she is vulnerable to attack.
  • Background: An Agent belonging to the Murakami family was one of the founding members of Sefirot. Having considered themselves to be an important part of one of the organizations that formed Sefirot, having tied their service to their family identity, it is little surprise that a member of the Murakami family has been a part of Sefirot since the birth of its current state. The Murakami family's origins as a family specializing in Western European Magic began hundreds of years ago, when a Portuguese magician taught Agent Murakami's ancestors magic in order to uphold his own faded line's will. Since then, they have maintained their talents, with Agent Murakami being the latest in an extended line of Murakami Magicians. Her upbringing instilled in her a strong pride in her bloodline and her capabilities, as well as her duty to ensure humanity's continued existence.
    However, it was her high school's temporary disappearance into a Hema-class Anomaly that developed her current mindset to its fullest. It was here that one of her teachers, in attempting to protect their students, was killed in front of Agent Murakami herself. Due to her already-present training as a magician, Agent Murakami was able to secure the safety of some of her classmates. But the death of her teacher and those classmates she was unable to reach considerably influenced her approach to her duties as an Agent, and it is likely her self-flagellation for failure is influenced by guilt over her their deaths.
@Izurich: Hmm. I'm going to admit I like this less then the initial pitch. For one, I don't think there ended up being a lot of purpose to the backstory. As in, it doesn't set apart from someone who just had some sort of artifact or power, or even a magical girl(which is possible in this setting). Additionally, Archangels would definitely rank higher then Esh, being Hema at minimum and the strongest being in Af. Plus, I'll admit I'd kind of like it if she was taken a little further away from her inspiration, at least using a different name for her abilities and attacks.

Basically, needs some work.

Also, I do want to clarify that Anomalies are not a monolith. They come from all different sources and are all different types, ranging from someone with an incurable curse to a being from another dimension to a magic object that forces someone to act in a certain what when touching it. Just want to make sure that's clear to everyone!

Finally, the character I'm going to be handling:

  • Name: Murakami Arisa
  • Age: 20
  • Gender: Female
  • Appearance: Agent Murakami stands at roughly 152 cm. She has red hair, gold eyes, and a light complexion. Her work outfit is black with gold highlights and white frills, and her weapon is composed largely of dark steel with golden decoration and a bright silver edge.
  • Psychological Profile: Agent Murakami is characterized by a highly proud demeanor. This should come as no surprise given her background, her upbringing having instilled a strong sense of pride(to the point of arrogance in some situations) in her bloodline and her personal capabilities. Additionally, she has a low tolerance for failure and those she deems to be foolish, and a sharp tongue which she will not hesitate to utilize. Some Agents have certainly complained about finding Agent Murakami 'difficult', but at the same time it cannot be denied that she produces excellent results in the field and possesses sound judgement in most scenarios. With that being said, her strong sense of personal pride has its drawbacks, as she will become depressed and self-deprecative when experiencing failure. Her staunch refusal to accept failure is both a benefit and a drawback in this regard. Additionally, while she is usually of sound judgement, at times her proud demeanor will prompt her to endanger herself without specific benefit. While Agents are expected to place themselves in danger and succeed at all costs, doing so unnecessarily can result in the loss of a valuable asset when viewed with even the most callous lens. Agent Murakami also exhibits a strong sense of right and wrong, refusing to abandon civilians if there is a possibility of their rescue. Again, this is primarily to Sefirot's benefit, as in most circumstances the safety of civilians is placed at high priority. Morally difficult situations, however, may give her pause.
    Agent Murakami is highly fond of sweets and stuffed toys, her quarters presenting a considerably different image of her then one otherwise may expect. Drawing attention to this fact is a source of embarrassment for her. While this is of no consequence to her ability to perform her duty as an Agent, it is an amusing note.
  • Skills: Agent Murakami is quite knowledgeable in regards to the occult. Her knowledge base is primarily in classic Japanese and Western occultism, unsurprising given her background.
  • Abilities: Agent Murakami is a magician trained in the traditions of Western European magic. Her bloodline exhibits a strong affinity for fire-based spells, and as such these make up the bulk of her arsenal. These include generating orbs of fire or laying down fire barriers, as well as igniting undefended targets within a range of six meters when given the opportunity to mark and set a target. The maximum intensity of her flame magic is sufficient to melt through reinforced steel. Additionally, she possesses an inherent resistance to spiritual attacks and curses, as is common for magicians even without any training. Possession, too, is liable to fail, or at least struggle. In addition to these passive defenses, she is capable of utilizing defensive magic ranging from flame barriers to shields. Finally, as a last ditch effort, she can ignite the mana in her blood directly and cause her own shed blood to spontaneously combust.
  • Equipment: Agent Murakami commonly equips herself with some casting implements, but her primary weapon is Ifrit. An enormous two-handed sword, Ifrit is effectively a bladed wand. Not only does it function directly as a weapon, but it can channel Agent Murakami's magical energy. This allows her to coat the blade in flames or project fire from it. Enhanced as such, it is even capable of searing its way through the armor plating of some powered armors. In conjunction with her fire magic, Ifrit can be used to focus flames into an intense beam of heat. However, this is costly on Agent Murakami's mana supply, as well as requiring significant time to deploy during which she is vulnerable to attack.
  • Background: An Agent belonging to the Murakami family was one of the founding members of Sefirot. Having considered themselves to be an important part of one of the organizations that formed Sefirot, having tied their service to their family identity, it is little surprise that a member of the Murakami family has been a part of Sefirot since the birth of its current state. The Murakami family's origins as a family specializing in Western European Magic began hundreds of years ago, when a Portuguese magician taught Agent Murakami's ancestors magic in order to uphold his own faded line's will. Since then, they have maintained their talents, with Agent Murakami being the latest in an extended line of Murakami Magicians. Her upbringing instilled in her a strong pride in her bloodline and her capabilities, as well as her duty to ensure humanity's continued existence.
@Izurich: Discord is fine, for faster communication.
@Izurich: would definitely have to discuss things with Rain and myself to figure out if it's acceptable.
@Raineh Daze: Accepted.
@Digmata: From what I know about Lobotomy Corporation, that's not a terrible comparison.
2052.

In some ways the world has changed. In some ways, it’s stayed the same.

Technology has advanced. New medical treatments and ways of interacting with the virtual world have taken center stage as humanity marches into the future. Alongside these new advancements have come machines designed for combat, powered armors and other weaponry once thought to be the place of fiction.

But this world is not one founded on technology and logic.

There are some things that make such an understanding of the world insufficient.

Creatures from myth and folklore. Artifacts possessed of bizarre properties. Curses. Unnatural horrors of the night. Things that have found there way in from other planes of existence.

For a long time, such mysteries beyond human understanding remained hidden from society’s eye.

However---

It was over forty years ago, now, when the old illusion was shattered. The idea that the world was the realm of science alone was broken in 2010, when it appeared.

Forever remembered as Advent, that was the day when a bright light devastated the Southwest coast of the United States with its mere appearance, before carving a swath across the planet.

The devastation that followed the emergence of the Mashchith-Class Anomaly ‘Star of God’ left no further questions. There was no denying the reality that not only were there threats beyond human understanding in this world, but they could cause destruction of apocalyptic proportions.

The truth was no longer a secret, and the organizations that had worked to keep it so had failed.

Some collapsed. Others disappeared. And still others attempted to restructure.

It was in this period that a power struggle between several of these hidden organizations erupted. Eventually, one emerged victorious, absorbing the others.

Today, that organization is known as Sefirot.

To be the tree that holds up the world, it was crucial to use its power wisely. With so many unnatural things in this world that could pose a threat to humanity, Sefirot’s leadership put forward their new mission statement.

To eliminate the threats that could be destroyed. To monitor and contain those that could not.

Nearly every surviving nation is home to a branch of Sefirot. Within their advanced facilities, using both technological and supernatural means, countless Anomalies are contained. Others are monitored. And those that can be destroyed, that must be destroyed for the good of all humanity, have been.

Since 2010, the nation of Japan has worked hard to obtain a place among the world’s technological giants. But no amount of scientific advancement can secure any country against the Truth.

The Agents of Branch-092 have their work cut out for them. Containment of Anomalies that have already been located, threat assessment and identification of newly-located Anomalies, all of these duties fall under their purview.

But it’s not only Anomalies that threaten humanity.

The Black market. Terrorism. Criminal enterprises. Those who would use the unnatural world for their own gain, too, pose a threat to humanity at large.

And some threats might fester far deeper than even Sefirot’s Agents know.




Sefirot’s Agents are expected to be a cut above. Whether it be through the use of the magic within their bloodline permitting the use of spells for combat, unnatural or advanced weaponry, or an incredibly honed level of skill, it is clear that Sefirot accepts only those who are up for the task as their on-duty Agents.

And that’s who you’re going to be playing.

Volunteering, coercement, or even as a sentencing, somehow you’re one of Branch-092’s Agents, tasked with containing Anomalies and keeping the peace Sefirot strives for. This means you’ll be facing all sorts of strange beings or mystical artifacts, and even other human beings who may seek to use Anomalies for their own gain.

In terms of RP tone and direction, I’m envisioning this as a stylish-but-dark supernatural action RP, with some creepy and dark scenarios and enemies but also a lot of room for interesting characters and fun and exciting combat as well.

Also, @Raineh Daze will be my co-GM!




  • Qlippoth Scale: The grading scale of Anomaly Threat Levels. Top-level threats with potentially apocalyptic levels of damage are extremely rarely seen, and graded as Mashchith on the scale outside of normal grading. The most common grades are as follows:
    • Tohu: The lowest grade on the Qlippoth Scale. Tohu-level Anomalies may be harmless or even beneficial, or are of a low enough threat level that no special actions must be taken for containment. Some Tohu-class Anomalies are even permitted to remain where they are discovered, while others may be taken in for their own safety. Still, Tohu-class Anomalies can sometimes pose a threat, and must be handled accordingly.
    • Avon: Avon-grade anomalies are typically potentially dangerous in some regard. While containment measures may be simple, or they may be easily eliminated, Avon-grade anomalies are always a potential danger. A capable Agent should be able to handle them regardless.
    • Esh: A grade for anomalies that pose a considerable threat. Esh-grade anomalies may have high potential for human casualties, and wide-ranging abilities or effects. Containment becomes a more complicated affair for Esh-grade anomalies and up. A middle ground in the Qlippoth scale between its lower and higher grades.
    • Hema: The second highest normal grade of the Qlippoth scale, Hema-grade Anomalies are often difficult to contain and possess numerous ways of thwarting containment. Their capabilities can cause mass human casualty if they are not dealt with. Extreme caution is advised for all Agents who must engage with a Hema-grade threat.
    • Af: The highest normal grade on the Qlippoth scale. Af-grade anomalies are extremely dangerous. If Hema-grade Anomalies can be quantified as posing a threat to an entire city, then Af-grade Anomalies can be said to pose a threat to an entire nation. Elimination or Containment of Af-grade Anomalies is absolutely paramount.
  • AMATERASU: Branch-092’s ‘brain’, the advanced AI that primarily operates in assisting with threat grading and containment measures. She is also constantly monitoring Japan’s leylines, in order to detect any unusual activity as quickly as possible. Due to her part in containment measures for many Anomalies housed in Branch-092, AMATERASU’s operation is vital for the Branch’s operation and the region’s safety.
  • RedMark: A globally-operating mercenary organization in staunch opposition to Sefirot. RedMark’s businesses is in war, and they will do anything they can to secure Anomalies in order to advance their dealings in violence. They have already obtained multiple Anomalies, including some of their highest-ranking mercenaries.












  • Name:
  • Age:
  • Gender:
  • Appearance:
  • Psychological Profile: (It’s just personality)
  • Skills:
  • Abilities:
  • Equipment:
  • Background:
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